Hello,
As the subject suggest I have simple spaceship Pawn class that is moved via Async Network Physics. It has a simple capsule collider (rotated sideways). When possessed by a Player the ship moves and interacts with static/dynamic environment collisions, including other ships that are possessed by a Player, but it does not collide normally with other space ship pawns that are not possessed by a player (either have no possession, or are AI controlled).
They seem to have very awkward collisions, either phase through or ‘repel’ each other.
Here is a video of the problem it in action: You can see the ship colliding with the other player’s ship, but not the unpossessed one:
Both are Clients, running in PIE ~ Standalone or in editor doesn’t change anything.
Here is a screenshot of the current physics and collision settings:
Note: The other little ship with the debug spheres is possessed by an AI. Those spheres are it’s pathfinding, where the green sphere is it’s current target (also not working, I think it’s related, but not sure).
If anyone has any ideas, or questions, I’d love some help. I’ve been super stuck on this for a while now.
Using Unreal 5.5.
Thanks for you time,
Lealander